Rustafied

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Update time!

1:55pm EST - The update is live and devblog just hit!

1:00pm EST - Our update stream is live! twitch.tv/rustafied

12:00am EST - Update day is here and we’re seeing a ton of fixes, quality of life, and changes to the games meta. 

The update and forced map wipe are expected to hit at normal time (2pm EST / 7pm GMT). There is no sign of a forced blueprint wipe. Our update stream goes live at 1pm EST. Follow @Rustafied for news throughout the day. 


Tech tree tax

Unlocking higher tier items via workbenches will cost you more scrap as of this update as a tax has been added. Here are the specifics:

Workbench Level 1
0% tax

Workbench Level 2
10% tax

Workbench Level 3
20% tax

Note: This does not impact the cost of researching at a research table


External structure changes

Handling external walls has shifted to prevent instant placement. Also, wood barricades have been made larger. Here are the specifics:

  • High externals now take 1.5 seconds to deploy (movement cancels placement)

  • High walls can be demolished up to 10 minutes after being placed (with hammer)

  • Wood barricades are twice as wide and now snap together (and still place immediately)


Other meta-changing changes

The team has launched several other changes aimed specifically at shifting some of the meta’s of the game. Here is a summary of what’s going live:

  • Safezone recyclers yield 20% less resources than before and take 8 seconds per cycle

  • Radtown recyclers yield 20% more resources than before and take 5 seconds per cycle

  • Cargoship now docks at both harbors (and some other misc changes)

  • Destroyed foundations block instant rebuilding

  • MLRS lockout increased from 10 to 20 minutes

  • C4 prevents upgrading for 30 seconds when it lands on a wall

  • All launch site main building loot now uses its own puzzle reset mechanism, independent of the rest of the monument loot spawns. When the puzzle resets there is now guaranteed loot throughout the main building, 50%~ more loot. Puzzle only resets when no players are nearby


Gunplay changes

There are also several changes to gunplay this month. Here is a summary:

  • Custom SMG now has a 30 round magazine and slightly higher chance for more center-fire hits

  • LR300 does more damage at longer range along with decreased horizontal recoil and increased bullet velocity

  • Holosight viewfinder edges reduced for better visibility and red reticle made a bit thicker

  • Muzzle brake and muzzle boost have a bit less negatives associated with their usage (less damage reduction/damage falloff)

  • Reduced Semi Auto Pistol aimcone

  • Reduced refire delay for burst module from 3x refire to 2x refire rate

  • Moving no longer applies aimcone penalty to the first shot but rather the movement penalty is now blended in over several shots (full auto while moving)


Quality of life

There’s also a slew of quality of life changes on their way in. Here is a breakdown:

  • Ability to authorize friends on tool cupboards (similar to turrets)

  • Add ability to promote a team member to leader via the team UI in the inventory (removed option when looking at player)

  • Reduced HV ammo gunpowder cost (was 20, now 10)

  • HV ammo craft yield increased to match non hv ammo (was 2, now 3)

  • Torpedo craft yield increased to 5 from 3

  • Slightly increased torpedo surface accuracy

  • Submarine duo fires torpedos slightly faster than solo

  • Increased roadsign armor condition

  • Decreased metal plate craft cost from 25 to 18 HQM

  • Reduced cost of incendiary rockets and slightly increased damage

  • Reduced gear cost in HMLMG

  • Removed tech trash from drone crafting cost

  • Removed tech trash from RF items crafting cost (slight frag cost increase)

  • Added a small ramp to legacy shelter, so it's easier to access on bad terrain


Door Controllers

Automating the opening and closing of your base doors is more straightforward post-update. Door controllers are now deployable on doors (like locks) and they have three electrical nodes (Power in, close, and open).


Fixes

As if that wasn’t enough, there’s also been a ton of various fixes. Here is a summary:

  • Fix storage adapters blocking looting of boxes when looking directly at the adapters

  • Fix hover looting clothing inside full backpack not doing anything

  • Fixed dragging backpack / diving tank onto equipped backpack going into backpacks inventory instead of swapping items (or doing nothing)

  • Tesla Coils and Igniters no longer take damage when picked up

  • Fixed AND, OR and XOR switches emitting light when unpowered

  • Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change

  • Fixed Memory Cell side inputs triggerable by 0 power circuits

  • Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles

  • Fix having to run 3m away from stash and return to reveal the stash

  • Fixed shotgun traps going off once if an authed player was in front of them when a TC is reskinned

  • Fixed state where tutorial button in menu would show as not usable when it should be usable

  • Fix minigun deleting ammo when it runs out of durability and deletes itself (by putting ammo into inventory)

  • Fixes to long chat message handling (128 character max)

  • Remove the inventory slots on the static workbench variants to prevent players from accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap

  • Fixed colored wires reverting to default color when clearing one of their segments


Other stuff

  • Behavioral changes and fixes to patrol helicopter

  • Heavy scientists now also pop out of Bradley when attacked

  • New version of Harmony (2.3) goes live with update